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Whenever I lure the beast to blow up a barrel to give me a brief relief time I begin to pity on him when he blow himself up and make a crying like sound. After finishing everything and blowing the exit I actually did not want to leave the bunker for a while so I just got a lot of fuel bottles and wonder the bunker again and lured him time to time.
And also there is another one that is more intentional and that is the moment when you first get a glimpse of the outside in the pillbox section to get immediately shot near by a german, in that moment I began to slowly lose hope and that terrifying realization started to sink in it is that even if you escape this hell hole there is another one that waits you.
These feelings/taughts came to me throught the gameplay itself. Not with a cutscene or someone telling me what to feel and that is what makes these things very powerful imo that no overly produced cutscene can. (I'm sorry if this came out a bit out of topic but I do really think that this game's biggest strenght is that it doesn't interrupt the gameplay with millions of unskippable cutscenes or forced walking and looking at things sections. Also these things I mentioned can be mistaken with story bits or other things but if you ask me these are cleverly disguised game designs moments.)
And the story you mentioned is not the real story that is the plot. The real story is the journey you (the player) took to try to end this nightmare just to find yourself in another hell. Anyways it's the encounters you survived with the beast the decisions you made with the tools you had. Dropping that precious fuel canister to pick up a key etc. These are the real stories that every player experiences differently and that is this medium's greatest strength.
You can't experience that one time where you taught you had a bullet in your gun but to find out those were the empty shells you shot earlier and you try to shoot the beast with those and fail miserably then try to make a pathetic attempt to escape just barely while your heart bumps like crazy. You can't experience this thing in any other medium like this. Also might known as emergent gameplay btw. And that is why this game is important in todays market.
Also you already touched some things about the gameplay and the micro-macro decisions so I'm not gonna repeat those but instead I will point out the importance of the key items and especially the flashlight's ability to take up a slot. That is simply what makes the moment to moment gameplay the micro and macro decisions extra engaging. Also the cranking the flashlight, it's all about thinking/decision making. Not to mention every movable, destructable object or debri can make a sound if you bump onto it and that can potentially make the beast to come out so you need to watch your steps to not walk over wooden debris etc.
Apart from these I think you did a great job and touched upon a lot of the things that waht makes this game truly amazing and masterfully designed.
Note: Btw I played the game about 85 hours.